Captivating Song (Su): The song of a harpy is a sonic, mind-affecting charm effect that fills a 300-foot spread. Every
creature within that area that can hear the harpy must succeed at a Will save (DC 10 + 1/2 the harpy's Hit Dice + its Charisma modifier) or become utterly captivated for as long as the harpy sings. A captivated
creature immediately begins
moving toward the harpy, taking the most direct route available. If its path leads into a dangerous area (through flame, off a building, or the like), the
creature is entitled to a second
saving throw at the same DC to negate the effect.
An affected
creature within 5 feet of the harpy simply stands there and offers no resistance to the monster's attacks, although it can defend itself against attacks from other sources. Extremely loud music and other noises (such as an air horn) allow the captivated
creature a new Will save. A
creature that makes a successful
saving throw at any point negates the effect and is immune to that harpy's song for 24 hours. A harpy is immune to its own
captivating song ability and to those of other harpies.
Species Bonuses: The harpy's amazing voice grants it a +4
species bonus on Perform (act), Perform (sing), and Perform (stand-up) checks.
Harpy: CR 4; Medium-
size monstrous humanoid; HD 7d8; hp 31; Mas 10; Init +2; Spd 20 ft., fly 80 ft. (average);
Defense 14, touch 12, flat-footed 12 (+2 Dex, +1 natural, +1 leather jacket); BAB +7; Grap +7; Atk +7 melee (1d8, metal baton); Full Atk +7/+2 melee (1d8, metal baton) or +7 melee (1d4, 2 claws) or +9/+4 ranged (2d6, S&W M29); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
captivating song (DC 15); AL chaos, evil; SV Fort +2, Ref +7, Will +5; AP 0; Rep +0; Str 10, Dex 15, Con 10, Int 7, Wis 10, Cha 15.
Skills: Bluff +6, Listen +5, Perform (act) +8, Perform (sing) +8, Perform (stand-up) +6, Read/Write English, Speak English, Spot +6.
Possessions: Leather jacket, S&W M29 (.44 magnum revolver), 50 rounds of
ammunition, metal baton.
Advancement: By character class.
Harpy Charismatic Hero 4: CR 8; Medium-
size monstrous humanoid; HD 7d8 plus 4d6; hp 45; Mas 10; Init +2; Spd 20 ft., fly 80 ft. (average);
Defense 15, touch 13, flat-footed 13 (+2 Dex, +1 class, +1 natural, +1 leather jacket); BAB +9; Grap +9; Atk +9 melee (1d8, metal baton); Full Atk +9/+4 melee (1d8, metal baton) or +9 melee (1d4, 2 claws) or +12/+7 ranged (2d6, S&W M29); FS 5 ft. by 5 ft.;
Reach 5 ft.; SQ
captivating song (DC 16); AL chaos, evil; SV Fort +4, Ref +9, Will +6; AP 2; Rep +6; Str 10, Dex 15, Con 10, Int 7, Wis 10, Cha 16.
Skills: Bluff +10, Knowledge (any two) +2, Listen +5, Perform (act) +11, Perform (sing) +11, Perform (stand-up) +9, Read/Write English, Speak English, Spot +9.
Talents (Charismatic): Charm, fast-talk.
Possessions: Leather jacket, S&W M29 (.44 magnum revolver), 50 rounds of
ammunition, metal baton.